Weekly post
July 21, 2024 • 2 min
- preparing for playtest July 21 (moved from July 20)
- polyline building for level loading improved
- Keycard in hotel uses its ability
- Lua _table and ArrayTable (C++-backed Lua tables that are limited in types and convertible to C++ vectors of pairs of TableKey and AnyValue) bug fixes
- Raycast for mass regen when in hotel room 1
- Nice lighting for day-night cycle, toggleable per level. For now it affects all of nanovg-drawn graphics but in the future I can make it able to switch the current nanovg shader for the entire Nanovg "frame" duration
- Infinitely recursive trigger invocations are detected now
- Hotel checkout implemented
- Hotel security guard implemented
- Lua nil in tables supported from C++ _table and ArrayTable now
- Pathfinding tweaked so it uses a more accurate heuristic (Euclidean distance instead of Manhattan distance). Loss of code performance is hard to notice currently
- Convo click priority is working well, simple solution used
- Configurable camera max zoom per level/sublevel, but it seems to have made the camera wobble sometimes.
- Pathfinding improved so it searches for a non-blocked start and end position
- PID controller speed limits improved
- Corner cutting prevention for pathfinding
- Level triggers condition evaluator long standing crash bug fixed
- "Shift to leave shape" text and the text for which shape you're controlling shows now
- Volume sliders implemented along with persistent data storage being re-usable for a separate settings conf file
- Helpers can be captured by the dark noform and persist with it only if it has EnemyActions_OwnsCapturedHelpers, of which there is expected to be at most one enemy with this action in a given level instance's lifetime for it to make logical sense
- Helper placement hack
- Helpers don't save target now
- Multiple entity messages per entity handled better
- Some more things added to what the old man has to say
- Playtest done with Ethan July 21. He has a lot of comments with regard to how a lot is unintuitive and frustrating. He likes the puzzles. But he doesn't find exploration or the story rewarding: the story doesn't really seem cohesive and the exploration isn't something he sees because the game looks abstract and his opinion is that exploration only applies to 3D worlds similar to real life. He also doesn't find the shapes to be personified successfully, like they don't look like people and that's ok but it doesn't work or something